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  1. 06-04-2019 08:42 PM

  2. #2
    Player

    Join Date
    Dec 2018
    Location
    Ul'dah
    Posts
    585
    Quote Originally Posted by Shurrikhan View Post
    And someone once told me they really liked shocking themselves with a prank-pen. He was undoubtedly the expert in his own tastes in this regard: he'd do it almost constantly every day. Doesn't mean I have to like it, even if I've only been shocked a few times and therefore do not understand the basis of his attraction. If someone seems uninformed about something, subject to a temporary optimistic bias, or just appears to have tastes very different than my own, it doesn't matter one bit if he enjoys something. It doesn't mean I will.

    The problem here is that you assume there's enough depth to the toolkit that a skilled player cannot readily imagine how it would play with the given changes. But, there isn't.

    I can easily simulate exactly how SAM would play, for instance, by playing at low enough ping to single-weave after Iajutsu, adding a further 2% Attack Speed's worth of Skill Speed, being (redundantly) careful to keep Jinpu up, not using Hagakure, pausing for a GCD once per minute after a Midare, and imagining the two extra Shinten presses per minute that would come from Ikishoten, and imagining that Guren will hit a little harder and won't AoE (Senei). That's literally the extent of the changes. The gameplay is already fully replicable. Unless recast timers change, only the theorycrafting is subject to change at this point. And it's the gameplay, not the numbers (beyond the gameplay their breakpoints create), that make the feel of a job. We have it. You can get on now and play Samurai the way it'd be in Shadowbringers. If you've enough SkS gear you can play Monk the way it'd work in Shadowbringers. And you can mostly play SCH exactly the way it'd work in Shadowbringers; the main differences will simply be in what you can no longer use.
    You know why I say wait? Cause unless you played it and can provide 100% unbroken feedback then complaining now is useless as you don't have all the facts. Your example fails btw cause you're using something NOONE would agree with. Like it or not he's PLAYED it. So that's the only bit that counts in my book. I'm not even saying it'll be good but one you can't say it'll feel bad when you have nothing to go off of. You didn't play it, and you don't know ALL the details on said changes. Even if you're correct... they aren't changing it BEFORE 5.0 comes out anyway. It's a week away. Your best bet is a change AFTER the fact. But that means you're still goign to be waiting until after 5.0 for anything to change and I can tell you right now with TP being gone there's not alot to revert back too. Not unless you want them to change the background systems BACK to stormblood and at that point what was the point?
    (0)

  3. #3
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    People forget that arrow is still the strongest dps card from Astro. People did the math but that doesn’t mean that every one likes arrow. But like I said still stronger then balance.
    (2)

  4. #4
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Here the math. Expanded balance is straight up 5% extra dps.
    Expanded arrow is 5% reduced GCDs and auto-attacks, which translates to 1/0.95 = 5.3% extra dps in regards to GCDs and auto-attacks only.
    Expanded spear is 5% extra crit rate. Assuming the worst case scenario at 364 base crit, we're comparing (1*0.95+1.4*0.05) to (1*0.9 + 1.4*0.1), which is 1.96% increased damage on average. However, spear only lasts 20 seconds. So to compare them, spear (1.96%*20 = 39.2) is worth less than a third of a balance (5%*30 = 150). Again, this is only if everyone in your party has no crit bonuses. With higher crit, the better spear becomes.
    (1)

  5. #5
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    And arrow gets further ahead when enhanced with 2,6 % more dmg. But it’s always the same problem it’s make you faster so you may clip it with ability windows or buff timing etc.
    (1)

  6. #6
    Player
    Mrmcgyver's Avatar
    Join Date
    Jun 2019
    Posts
    1
    Character
    Shiro Leijimaru
    World
    Tonberry
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Mortex View Post
    And arrow gets further ahead when enhanced with 2,6 % more dmg. But it’s always the same problem it’s make you faster so you may clip it with ability windows or buff timing etc.
    I commend your analysis but the issue isn't the mathematics but the application, a large proportion of people which play FF14 do not have as stable ping to double weave consistently let alone deal with Expanded arrows. Although it may appear that increasing your skill speed/spell speed increases your dps to a greater extent, will clipping your gcds do an inverse effect which is why balance is much more favoured. As there is no risk.
    Keep in mind that giving healers spell speed is dangerous as mana economy is fairly flimsy and in prog content where res is required can this also be unfavourable.

    But i could agree skill speed meta is comming into play with classes like DRG outputing significant dps gains with these builds
    (0)

  7. #7
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    The only problem being, that Arrow would be "too good" when combined with the likes of DRK or NIN this coming expansion, and they don't want classes to have synergy with other classes (except Dancer).
    (0)

  8. #8
    Player
    KittenMittens's Avatar
    Join Date
    Sep 2015
    Posts
    41
    Character
    Smitten Kitten
    World
    Balmung
    Main Class
    Astrologian Lv 90
    The Astrologian card changes are pretty disappointing compared to the current system we have now. There's no real decision making going into the cards, all you'll do is throw it on the most damaging DPS depending on the role while fishing for seals. What's the fun in that compared to how you currently need to make on-the-fly choices regarding the card you're given. Every encounter was always different and it felt so much more engaging when you'd be forced to make use of the cards you would normally not use. Bole was wonderful for pug groups who are less experienced, Ewer was great if you needed to cast multiple raises or your co-healer had died, Spire had very little use beyond Royal Road, but that didn't warrant a complete gutting of what made the job so unique. With the changes going forward, it brings us, unfortunately, closer to a White Mage clone.
    (8)

  9. #9
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,544
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    After watching many videos, my personal feeling is that only WHM looks like it feels good. AST and SCH (my favorite healer since I began playing in 2014) look awful. They've destroyed both jobs in terms of the variety and fun factor they have today.
    (8)

  10. #10
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    I'm. I'm pretty sure I hate these changes. Not to healing and the dps ratio I'm actually 100% on board with that. But with the changing of the cards you've removed a lot of the flavor that came with the job I feel. But I didn't exactly want to state my particular feelings until the job came out. Generally with changes in any game for good or bad I can just go with the flow and see how they rock and either reaffirm or rebuff my previous worries. But this is probably the first time a change has happened that I just can't stop thinking about in my daily activities.

    This might get a tiiiiiny bit wordy for something just talking about some cards but...
    And feel free to disagree with me.


    Class Identity
    I mean why did people come to AST to begin with? What drew you in? For me when I saw that they were adding it I immediately renewed my subscription towards the tail end of HW (by which I mean starting over again for reasons) and blitz WHM all the way up till the end of ARR just so I could immediately and easily slide into AST. If you couldn't tell, my naming convention was partially influenced.

    So I see the trailer and:
    • The AST draws the cards and deals them out
    • There's an element of randomness here (one of my favorites)
    • Each card had a unique effect.
    • It's motif is based around the stars, divination, and readings? With a small portion of time manipulation

    Well consider me sold. The randomness and unpredictability of just exactly what you were drawing but how in theory every card could potentially have it's place was right what the doctor ordered. I had thought with everything said and done the existence of any card was good enough for taxes to certain aspect of our kit.


    The Balance
    I'm pretty sure an AST would be making a liar out of themselves if they didn't say it was a somewhat cathartic experience pulling this darn card. Especially in HW where your options, while varied did not include something called Spear in it, which would annihilate the dps you threw it on.

    And I've seen to death the arguments about "Balance fishing" from here and elsewhere
    • DPS is all that matters on speedruns
    • Bole isn't that useful after progression
    • Those other cards are only used in dungeons
    • AST needs consistency
    Frankly AST was conceptually designed around it's nature of randomness and use of our skills would help us assuage some of that while not eliminating it.

    Personally I think if consistency in increasing damage was so important they could have just allowed for reverse readings of the cards you draw which flips their effects and applies a debuff on the boss.
    Ewer provides magical vuln
    Spire provides physical vuln
    Bole is just balance but maybe weaker.

    Problem solved. Right?

    Divination
    So this skill might be the best thing ever since sliced bread. Like maybe the reduction of our cards to basically 3 versions of itself will be made super exciting when attached to this skill.
    I'm not sure. I don't think "various effects" are easily replaced with "the same effect but spread" when it comes to satisfying the fantasy of divination in play. Not to mention that with the changes to our cards they're technically "harder" to use well conceptually since now they're just dps centric and rotation dependent.

    7th dragon VFD has a similar effect with it's duelist class but in that game there were more combinations of "colors" you could use and the actions themselves had different properties and uses.

    I think this ability could work well if there were various effects depending on the combination of seals you had. Wouldn't that have been fun?


    Conclusion
    Not sure I have one to give. Just a wordy post about how against I am to the new changes. There's something real and tangible about job identity that feels like it's being lost here. As always I'll defer judgement until release. I'm sure Yoshi and his team went through more deliberation than we are doing right now. And realistically I don't know why I'm so against the new direction our cards are being taken. While this has indescribably dampened my desire to play the job to a very large degrees, I'll put my faith in Yoshi and at least try it out.

    Maybe it plays and feels the same owing to divination?

    TL;DR
    I'm still "wait and see" but this kind of bums me out.
    (1)
    Last edited by Elnidfse; 06-04-2019 at 06:10 AM. Reason: Rest o the post

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